Eternity

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TankNut

Is HL2 done yet?
Developer
Oct 23, 2014
1,750
After being in development for just over 10 months and existing as a loose set of ideas in my head for much, much longer than that I guess I might as well do a bit of a proper writeup of what this thing actually is. So without further ado:

Eternity
noun
  • infinite or unending time.
  • a state to which time has no application; timelessness.
  • the time it'll take me to finish this.
Disclaimer: Not actually finished

Eternity is at it's core a complete, from the ground up redesign/rework of Combine Control. Borrowing the same UI style and some design decisions, while completely reworking other parts. The code itself has been written from the ground up to be much more versatile and easier to work with from a developer's perspective.

That being said, as the disclaimer mentions the script isn't fully finished yet. So while we're launching soon there will likely still be things I've either forgotten to implement or simply haven't gotten around to yet. Expect a lot of updates the first few weeks while we get situated.


Between major reworks, small tweaks and all kinds of other additions made I could be here for hours trying to explain everything. So for now I'll list some of the more notable features already finished and go into more detail about the rest (with screenshots) either close to or during launch when I have more time to do so.
  • Models are now handled via a system similar to TRP but with separate torso/leg choices and significantly improved performance
  • Stats aren't a thing
  • Grid-based inventories and drag/drop support, items support internal inventories
  • Replacement of the character/combine flag system with the concept of species and a physical ID and biosignal system
  • Updated character records
  • More surveillance options through controllable cameras and bodycams
  • Combine features are accessed through physical terminals rather than your character menu
  • The ability to turn almost every part of the HUD off individually
  • A completely revamped spawn selection system
  • In-game map file editing for admins
  • Character speed will be based on your currently equipped items (More armor = slower movespeed)
  • The armor bar doesn't exist anymore, instead armor works through a damage multiplier which is based on the same level that is used to calculate your character speed.
  • Ammo functions on a mixed system between HL2 and ZRP. You load an ammo type into a weapon by dragging the ammo item onto the weapon itself, but ammo itself is infinite.
 
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snuggles

jimmy flanagan 1985
Sep 9, 2016
3,861
You mention the model system has changed, does this also apply for Civil Protection models or are they akin to the one-ragdoll method for Terminators on TRP?
 

TankNut

Is HL2 done yet?
Developer
Oct 23, 2014
1,750
You mention the model system has changed, does this also apply for Civil Protection models or are they akin to the one-ragdoll method for Terminators on TRP?
This applies to everything you'll wear as a human, including CCA models. Though full-model suits are being used for overwatch and may be added for humans later down the line depending on what we end up doing.
 

snuggles

jimmy flanagan 1985
Sep 9, 2016
3,861
So heads have a 'CCA Headgear', along with the rest of the body having their own gear?

Also, you mentioned stats are gone, but are traits still a thing? More specifically, language traits?
 

TankNut

Is HL2 done yet?
Developer
Oct 23, 2014
1,750
So heads have a 'CCA Headgear', along with the rest of the body having their own gear?

Also, you mentioned stats are gone, but are traits still a thing? More specifically, language traits?
You have CCA pants, a CCA suit and a CCA mask. All of them can be swapped out individually.

Languages exist as their own thing (They're not a character creation option, yet) so you can have multiple if you're leaning that way. I'd like to avoid traits or any kind of inherent character advantages if possible but maybe after launch.
 

Scouser

Zealot
Aug 3, 2011
3,076
Thanks for devoting 10 months of your life towards making it easier for ~100 lonely neets to try and smash each others pixel pussies.

(on the real this sounds fantastic, gj!)
 

Doggo

Legend
Jul 2, 2015
1,606
  • "More surveillance options through controllable cameras and bodycams"
bodycams? i hope this is developer lingo for scanners, and not ACTUAL bodycams....

please clarify
 

TankNut

Is HL2 done yet?
Developer
Oct 23, 2014
1,750
  • "More surveillance options through controllable cameras and bodycams"
bodycams? i hope this is developer lingo for scanners, and not ACTUAL bodycams....

please clarify
Actual bodycams on units, as long as they have an enabled biosignal and the person watching has the required clearance for it. Though unlike CC's surveillance, you won't be able to see any names. Nor can you listen to any conversations.

I haven't actually gotten around to making scanners yet, that'll probably come later down the line.
 
May 21, 2011
191
Having tested it, they're actual bodycams, it's pretty sweet. Sadly we were all kind of running around and not typing a whole lot IC so I can't speak to whether or not they let you spot emotes that the unit may observe.

Edit: Tanknut, why you gotta be faster to me at replying, now I look dumb.
 

snuggles

jimmy flanagan 1985
Sep 9, 2016
3,861
Does the surveillance tell you the unit wearing the bodycam or is it entirely anonymous?
 

Scouser

Zealot
Aug 3, 2011
3,076
Body cams don't sound awfully conducive towards allowing units to toe the moral line, which I was under the impression would be more heavily encouraged OOCly. I suppose it's better to have the feature and consider not using it than to not have the option at all, though.
 

Doggo

Legend
Jul 2, 2015
1,606
i forward the complaints. no offence, but it sounds destructive.

the CCA doesnt need nor deserve bodycams.
 

TankNut

Is HL2 done yet?
Developer
Oct 23, 2014
1,750
Does the surveillance tell you the unit wearing the bodycam or is it entirely anonymous?
You select the unit from a dropdown list of every unit you can view. And again, it only works on units that have their biosignal turned on. Which is something you can freely toggle and is the equivalent of flagging up/down.

If you want to do shady stuff, call in 'off-duty' for a moment, turn off your biosignal, take off your ID if you want some extra anonymity and go for it. Or make sure that whatever you're doing doesn't look questionable through the eyes of the person that may or may not be watching you.
 

Nitra

Zealot
Apr 17, 2015
533
  • A completely revamped spawn selection system
  • In-game map file editing for admins
does this mean admins can set multiple spawnpoints on a given map? are the days of shift+w'ing to a rp spot after a crash gone?
 
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